Faking RTX Global Illumination vs. RTX | 100% Ray-Traced Game, Pt 1
Gamers Nexus1 HN recommender · recommended in 1 month, 2019-2019
260K views · 7 years ago · demo · dated
Gamers Nexus builds a fully ray-traced demo in Unreal Engine to compare faked global illumination with RTX ray-traced GI. It covers the gains in dynamic scenes and accuracy against the performance cost and noise.
HN uses it as a reference for how noisy raw real-time ray tracing is and how it compares with traditional faked lighting.
1:46NVIDIA RTX Real-Time Ray Tracing Tech Demo From Remedy Entertainment
NVIDIA GeForce
497K views • 8 years ago
40:45Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing
Digital Foundry
915K views • 5 years ago
5:05New Voxel Engine Reveal - Crystal Islands Experiment
John Lin
394K views • 5 years ago
2:15Real-Time In-Camera VFX for Next-Gen Filmmaking | Project Spotlight | Unreal Engine
Unreal Engine
1.1M views • 7 years ago
9:03Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5
Unreal Engine
19.2M views • 6 years ago
2:13Brigade 3.0 preview - Real-time path tracing
icelaglace
439K views • 12 years ago
7:43Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]
Axiom Holographics
4.4M views • 15 years ago
59:20Rendering Tiny Glades With Entirely Too Much Ray Marching
Graphics Programming Conference
108K views • 1 year ago
1:10:00A Deep Dive into Nanite Virtualized Geometry
SIGGRAPH Advances in Real-Time Rendering
278K views • 5 years ago
13:09Raycasting engine in Factorio (vanilla 0.17) - Facto-RayO v1.0
arrow in my gluteus maximus
1M views • 7 years ago
6:52Brigade 3 real-time path tracing
Sam Lapere (Supergastrocnemius)
89K views • 13 years ago
2:123D Gaussian Splatting - Why Graphics Will Never Be The Same
IndividualKex
2M views • 3 years ago
58:59GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
GDC Festival of Gaming
710K views • 11 years ago
10:57The Matrix Awakens: An Unreal Engine 5 Experience
Unreal Engine
9.2M views • 4 years ago
2:01Enemies – real-time cinematic teaser | Unity
Unity
1.9M views • 4 years ago
3:53:11Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
Freya Holmér
1.9M views • 5 years ago
29:51Refterm v2 - Resource usage, binary splat, glyph sizing, and more
Molly Rocket
68K views • 5 years ago
1:21Improving VR with NVIDIA’s Foveated Rendering
NVIDIA
110K views • 10 years ago
9:32Disney's Practical Guide to Path Tracing
Walt Disney Animation Studios
914K views • 10 years ago
45:35The Real Story Behind Wayland and X - Daniel Stone (linux.conf.au 2013)
Mladen Mijatov
104K views • 13 years ago
4 comments from Hacker News
this extremely interesting video show state of the art techniques used to fake global illumination without using ray-tracing and compares the result with the ray-traced variant ▶ this video long story short moving object color casting light is the main visible difference that cannot be replicated with traditional techniques (like baking the light reflection in the scene at built time, but can be faked convincingly); ray-tracing is also not limited at reflecting elements that are on the scene like what you'd get from screen space reflection, which is less noticeable of an effect but is there if you pay attention and know what to look for.
And yet I cite 3 unrelated sources that all corroborate what I said with detailed analysis and you cite.. Opinion? > assuming that's what you mean, since you keep using the term "RTX" and it's unclear what you talk about, whether it's ray tracing or DLSS etc. I use the term the same way NVIDIA uses it. RTX is anything an RTX core accelerates. Still confused? I think that might have been the intention of their marketing team. > very few people seem to contest that scenes where ray tracing is properly artistically used, have superior aesthetic quality This is quantifiable bs. Ray tracing as a technique is superior to rasterisation, but only with sufficient flops. And the current generation of hardware does not yield that critical number. So we get 'ray tracing', but so subdued and limited that existing approaches just flat out look better and also perform better. ▶ this video Or if you want a more approachable comparison of RTX vs. not-RTX. consider Minecraft+RTX[1] vs. Minecraft+PTGI[2] [1] link [2] link
Path tracing has huge wow factor. The problem with RTX is that on current gen hardware it runs at laughably low sample rates and the result is very noisy even after DLDN. Games are handling this by dialling the amplitude of RTX effects way down and having a smoothing pass. After all that is done, the wow effect is gone and you're just left with a more dynamic version of the same or worse aesthetics that we're already used to. I expect it'll truly take off on next gen hardware, whenever that rolls out. Here's what RTX+DLDN actually looks like if not dialled down and smoothed: ▶ this video My takeaway is yes that quake 2 demo looks really cool, but you just know that they used every black magic hack in the book to get there, and most of it can't be replicated in a modern high fidelity game. It's definitely not a case of flicking an 'RTX on' switch.
My impression from the analyses I've seen so far is that it barely improves the visual quality, since the game designers learned to fake it so well over the last two decades, and it comes at a significant cost to frame rate. In particular, good ray-tracing with acceptable noise levels comes at around 500 rays a point. RTX cards are capable of 2 rays a point. Here is a comparison of the regular global illumination vs RTX real-time raytracing, particularly take look at noise levels generated by RTX in the background. ▶ this video